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http://massively.joystiq.com/2014/03/06/pirate101-explains-the-making-of-its-combat-system/http://massively.joystiq.com/2014/03/06/pirate101-explains-the-making-of-its-combat-system/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
If you're the type of player that likes to know how the sausage is made, then strap on a peg leg and wobble over to a pair of dev diaries explaining the making of Pirate101's combat system!

"One of the systems that reviewers feel stands out the most in Pirate101 is the combat. Combat in Pirate101 has been described as 'deceptively simple' and 'really fun,' but it took years of iteration and changes to finally arrive at the experience that players have today," the devs wrote.

The diaries go through the early prototype of the system, how the team figured out combat sequencing, and the difficulties of getting the camera placement just right. The devs said that once the basic system was in place, adding the extra elements such as reflex talents and bullet time was a blast to do.

Making of Combat I, Making of Combat II
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behind-the-scenescombatcombat-systemdev-blogdev-diaryf2pfamilyfantasyfree-to-playkid-friendlykids-mmokingsislekingsisle-entertainmentmaking-of-combatpiratepirate101piratesThu, 06 Mar 2014 19:00:00 -0500319|20844556http://massively.joystiq.com/2014/01/21/tips-and-tricks-to-survive-wildstars-active-combat/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2014/01/21/tips-and-tricks-to-survive-wildstars-active-combat/http://massively.joystiq.com/2014/01/21/tips-and-tricks-to-survive-wildstars-active-combat/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
All gamers have areas of interest when going into an MMO beta test, the things that they want to see and the content that they want to preserve for launch. Personally I hate going through quests and spoiling the story while in beta, so if there's a way to skirt around that, I take it. That's why my time with WildStar has been so very combat-centric, as I've been happily grinding on both PvE mobs and PvP competitors during my sessions like the archaic dinosaur gamer that I am.

Because of this, I've gotten very well acquainted with WildStar's combat system during these rough-and-tumble initial 15 levels. I'm no expert, mind you, but I definitely have a good feel for how these encounters work and what are the right and wrong ways to go about tackling them.

So today I'd like to share with you some observations and lessons to help you survive your first few days on Nexus, whether as a beta tester or a player in live.

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actionaction-combatbetacarbinecarbine-studioscombatcombat-guidecombat-systemfeaturedguidehands-onlimited-actionlimited-action-setncsoftpreviewsandparksci-fantasysci-fitipstips-and-trickswildstarwsTue, 21 Jan 2014 13:00:00 -0500319|20811972http://massively.joystiq.com/2011/09/02/wasteland-diaries-the-old-vs-the-new/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2011/09/02/wasteland-diaries-the-old-vs-the-new/http://massively.joystiq.com/2011/09/02/wasteland-diaries-the-old-vs-the-new/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
When it was first introduced, the new combat system seemed pretty awkward and cumbersome. As with all new game systems, you just have to get used to it. Luckily, due to the extreme familiarity I have with Fallen Earth, I adapted fairly quickly. But I didn't like it much at first. It was too healer-centric in PvP, and it was nearly impossible to die in PvE with such a large health pool and awesome self-heals. Instead of grinning and bearing it, I complained and hoped for a fix. It got fixed, and though it's not perfect, it's pretty close.

In this post, I will take a look at the new system and how it differs from the old one, now that I've had some time to think it over. I'm still not sure whether I like it better than the old system yet, but it's growing on me. There's a lot of stuff that I miss from the old system and a lot of stuff I'll never miss. Knockdown and stuns are two of those things. A lot of players were worried that the new combat system would take ages to tweak, but it seems like it's pretty close to the mark already. A few minor adjustments might be needed, but it's already close to a finished product from what I see. After the cut, I'll tell you why I think that.

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abilitiescombat-systemconsumablesfallen-earthfallen-earth-llcfeaturedfurballgamersfirsthealinghealsicarus-studiosknockdownsmutationsnew-combat-systemnew-systemsold-combat-systempatchpatch-1.9skillsstunsFri, 02 Sep 2011 19:00:00 -0400319|20032117http://massively.joystiq.com/2011/08/26/wasteland-diaries-why-do-i-pvp/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2011/08/26/wasteland-diaries-why-do-i-pvp/http://massively.joystiq.com/2011/08/26/wasteland-diaries-why-do-i-pvp/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
Lately I've been asking myself, "Why do I PvP in Fallen Earth?" The game isn't designed around PvP combat; it's more of a sideshow. The factional conflict was what made me decide to try it out in the first place. But after getting to max level, I realized that there wasn't a true faction conflict. There were just sporadic skirmishes arranged by the same core of players. So what is it that motivates me to do it? What is it that motivates other PvPers to do it? I can think of a few possibilities, but even if I look at my best reasons as objectively as possible, they aren't even remotely good reasons. Yet I keep doing it.

In this post I will take a look at what drives one to PvP in Fallen Earth. What are the benefits? What are the risk vs. reward factors? Are there objectives or goals? When I look at the cold, hard facts, I'm still not quite sure what motivates me (or the others who still hang around). After the cut, I'll go over all the potential reasons to PvP in FE (that I can imagine) and possibly narrow it down.

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blood sportsBloodSportscombat-systemconflict-townsdeath tollDeathTolldynamic-contentfaction reputationfaction-control-pointsFactionReputationfactionsfallen-earthfallen-earth-llcfcpsfeaturedgamersfirstGrindicarus-studiosmerchantspvppvp-zonesterritory-controlFri, 26 Aug 2011 19:00:00 -0400319|20026261http://massively.joystiq.com/2011/08/12/wasteland-diaries-its-fixed/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2011/08/12/wasteland-diaries-its-fixed/http://massively.joystiq.com/2011/08/12/wasteland-diaries-its-fixed/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
During the past couple of weeks, I haven't been playing Fallen Earth too much. I have been waiting for some changes to come along. I found the new combat system to be a bit too slow-paced and dull. It was very centered around healing. He who healed the best generally won the fights. I prefer a system in which he who deals the most damage is more likely to win. There are, of course, other tactical considerations involved in both types of combat, but the overall feel was just plain wrong in the healer-centric combat system.

I'm happy to report that some changes have been made to the system. There are still a few things I don't like about the 1.9 patch, but 1.9.2 fixed almost all of these issues. I won't say it was a perfect patch, but it was very close. There are still some minor issues I'd like to see addressed, but these are probably conscious design choices that are working as intended. In this post, I'd like to cover what has changed, why it's so great, and what we will see in the coming months. The urge to log into Fallen Earth is coming back to me, and it is all due to this new patch. After the cut, I'll explain why.

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alpha-countyblockadecitadelcombat-systemecoomy-overhaulfallen-earthfallen-earth-llcfast-travelfeaturedgamersfirsthealingicarusicarus-studiospowerprecisionpvepvpsector-4staminaterritory-controlFri, 12 Aug 2011 18:00:00 -0400319|20015096http://massively.joystiq.com/2011/07/22/wasteland-diaries-triumphant-return/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2011/07/22/wasteland-diaries-triumphant-return/http://massively.joystiq.com/2011/07/22/wasteland-diaries-triumphant-return/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
I remember way back when the Fallen Earth team released Deadfall there were many people didn't partake because they were waiting for Sector 4. And Deadfall was a pretty major update. It was practically a sector unto itself, with the level cap raised by four. As far as content goes, it wasn't far behind Alpha County in terms of scale.

Yet for some reason, many players were holding off on re-subbing until the elusive Sector 4 raised its mythical head. Hopefully those players are willing to wait another week or two. Sector 4 is finally here, but I don't feel it's quite ready yet. It's not S4 itself, it's a slew of other things which I'll cover that later.

The important thing is if you decide to head into Alpha, be prepared. You might be a little rusty after all of this time away from the wasteland and in need a refresher course in the finer points of not taking a Kaibab dirtnap. If that's the case, don't sweat it, we all are still working out kinks due to the new combat system. But even if you are stumbling back into the game in the most ungainly of fashions, an ounce of prevention is still much better than a pound of cure. There are a few things you can do to help yourself thrive in the new sector. After the cut, I'll give you some advice that may or may not help you along your way. I'm hoping on the former.

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alpha-countycombat-systemconsumablesdeadfallfallen-earthfallen-earth-llcfeaturedfirst-aidgamersfirsticarus-studiosintelligenceInterceptorinterceptor-security-modellevel-caplevel-cap-increasenew-combat-systemsector-4Fri, 22 Jul 2011 20:00:00 -0400319|19996859http://massively.joystiq.com/2011/07/15/wasteland-diaries-exploring-the-citadel/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2011/07/15/wasteland-diaries-exploring-the-citadel/http://massively.joystiq.com/2011/07/15/wasteland-diaries-exploring-the-citadel/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
Normally, I prefer to PvP in Fallen Earth. It gives me the biggest sense of accomplishment and it's a handy way to gain tons of faction rep. But, while I'm leveling up my PvP clones and getting used to the new combat system, I've been doing mostly PvE. I went to Alpha County and ran some missions, but I'll go into more detail on that later in this post. I also got a chance to check out the progress towns. I have to admit, they are fun, and rewarding too!

I actually had more fun messing around in the progress towns back in Deadfall than I did roaming around in Sector 4. Sure, I didn't do every mission in Alpha -- I probably didn't even do half of them. After a while, I decided to put my time to use in the progress towns. After the cut, I'll tell you why I left Sector 4 and came back to Deadfall.

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alpha-countyblockadecitadelcombat-systemdeadfalldefense-tokensfallen-earthfallen-earth-llcgamersfirstjuniperpre-fall-techprogressprogress-townssector-4strongholdvolatile-chemicalsFri, 15 Jul 2011 14:00:00 -0400319|19991231http://massively.joystiq.com/2011/02/11/wasteland-diaries-new-skills/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2011/02/11/wasteland-diaries-new-skills/http://massively.joystiq.com/2011/02/11/wasteland-diaries-new-skills/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
Clones of the wasteland: We are heading toward uncertain times. The February State of the Game was announced last week, and there are some massive changes to Fallen Earth coming our way. The 1.4 patch changed the way we fought, and so did the 1.7 patch. This next patch, which will likely be 1.8 (if not 2.0), will probably be the biggest change to the game mechanics since launch (and 1.4 was no slouch). The uncertainty will not be allayed until we see the new system on the PTS. It's slated to hit the test server in "the middle of the month," so we may see it soon.

In this post, I would like to analyze the SoTG and try to infer what kind of implications this new system will bring forth. There will be some pretty obvious changes but also some subtle changes that nobody will foresee. Although the new skills and mutations system isn't the only thing coming with the next installment, it will be the focus of this post. There is also a new area called Ruination on the way plus major economy changes and scavenger bosses, but I am more interested in the skill revamp. Fallen Earth will be a different (hopefully in a good way) game by the end of the month.

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combatcombat-changescombat-systemfallen-earthfallen-earth-llcfeaturedicarusicarus-studiosnew-skillspatchptsskill-changesskillsState-of-the-gameFri, 11 Feb 2011 18:00:00 -0500319|19837815http://massively.joystiq.com/2010/12/17/wasteland-diaries-patch-day-mayhem/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2010/12/17/wasteland-diaries-patch-day-mayhem/http://massively.joystiq.com/2010/12/17/wasteland-diaries-patch-day-mayhem/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
In Fallen Earth, patch day is always a happy day (for me, at least). But this most recent patch (1.7.4) brings in some sweeping changes. The changes that came with this patch were far-reaching enough to get us another full respec. I don't forsee myself using one yet, but they are nice to have. I actually still have my injectors that we got with the 1.4 patch. In fact, this patch changes so much that I spent the past couple of days preparing (in-game) for it. I haven't had time to even grab all of the new skills that all of my clones will now have available to them. An Enforcer rifleman with Fitness? Yes, among other things.

Everyone in Fallen Earth now has more health, but it gets taken away much faster. Combat seems more intuitive with reliable damage from weapons. Without glances and extreme damage variance, combat feels crisper and less clunky. It's going to take some getting used to. The PvE combat has changed the most. There is actually an element of danger involved when fighting mobs, especially large groups. I find myself actually using contingencies and heals during combat with NPCs. I never really had to before, but now the mobs rarely miss (rather than rarely hit). While I didn't get to see everything we got with this patch, I did get some hands-on PvP action (and broke a tradition that had lasted some 292 days in-game) under the new system. I'll give up more about that after the cut.

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ap-capboneclawcapstonescombatcombat-changescombat-systemconflict-townsfallen-earthfallen-earth-llcFCPfeaturedicarus-studiospark-citypatchrespecrespeccingskillsFri, 17 Dec 2010 15:00:00 -0500319|19765317http://massively.joystiq.com/2010/10/08/wasteland-diaries-combat-overhaul/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2010/10/08/wasteland-diaries-combat-overhaul/http://massively.joystiq.com/2010/10/08/wasteland-diaries-combat-overhaul/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
Merging a roleplaying game (RPG) and a first-person shooter/third-person shooter FPS/TPS seamlessly can be difficult to say the least. I can only think of a few examples of games that have been done well in this manner. But none of the examples I can think of is an MMO. Granted I haven't played every game in existence, so this is by no means a definitive assertion. I'll call Fallen Earth an MMO/FPS in this post, for the sake of simplicity, even though it's an MMORPGFPS/TPS, but that's a mouthful and it looks like something an Enigma machine spit out.

The Fallen Earth combat system is a mix of two very different game types: an MMORPG and a shooter. Some of my detractors insist that Fallen Earth is an MMORPG with "manual targeting," but I respectfully disagree and consider it as much of a shooter as games that run on the Quake 3 engine. Just because it doesn't have "bullet-drop" physics doesn't mean it's not a shooter. There is a combat revamp headed our way this month, so I thought I would do an in-depth analysis of the FE combat system. After the break I intend to pop the hood on the combat system and take a close look at its mechanics, then try to surmise what changes might be incoming (even though I've seen some of them).

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combatcombat-systemfallen-earthfallen-earth-llcfeaturedicarusicarus-studiospatchpatch-1.7ptspvepvpSandboxtest-serverFri, 08 Oct 2010 17:00:00 -0400319|19664269http://massively.joystiq.com/2010/08/13/wasteland-diaries-combat-fatigue/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2010/08/13/wasteland-diaries-combat-fatigue/http://massively.joystiq.com/2010/08/13/wasteland-diaries-combat-fatigue/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#commentsFallen Earth has the best crafting system I have ever had the pleasure of working with. Fallen Earth's PvE is not too shabby either. And I actually enjoyed the game's PvP for a time until the end. I can't really say that Fallen Earth's PvP is bad, but it has several fatal flaws. And these flaws have caused the vast majority of the endgame PvP crowd to move on.

In this post I will examine what I think these flaws are. This is just my opinion, but my experience PvPing on all levels extensively lends my opinion at least a shred of credibility. The fact is: PvP in Fallen Earth is at an all-time low. There is hardly any real penalty for dying in the game, so why are there so few people partaking? There are several reasons that nobody PvPs in Fallen Earth, and the death penalty is not one of them. After the cut I will analyze the most common reasons for not PvPing. I will try to represent the facts of the matter, but like most of my critical articles, this one will be smothered in opinion.

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combat-systemendgamefactionsfallen-earthfallen-earth-llcfeaturedGame-Mechanicsicarusicarus-studiosmutationsnerfnerfsobjectivesopinionpost-apocalypticpvpFri, 13 Aug 2010 18:00:00 -0400319|19591155http://massively.joystiq.com/2010/07/08/exclusive-screenshots-from-fantasy-earth-zero/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2010/07/08/exclusive-screenshots-from-fantasy-earth-zero/http://massively.joystiq.com/2010/07/08/exclusive-screenshots-from-fantasy-earth-zero/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
One of the big sells that TERA has been focusing on in the lead-up to its official release is the idea that combat is entirely real-time, but like most great ideas in MMOs, it's not the first title to use combat with no lock-on and an action-based environment. Fantasy Earth Zero might be easily mistaken for yet another grind-based Asian game at a glance, but the actual mechanics of play combined with skill-based PvP make for a very different creature -- and yes, one wherein combat happens without any sort of target lock.

Gamepot USA was kind enough to furnish us with a few shots of the game in action during one of the large PvP battles, which showcase a faction of the strategic combat taking place on contested maps. The process of gathering resources and controlling towers is one of the dominant elements of gameplay, to the point where some reviewers have gone so far as to call the game an MMORTS in spirit. Take a look at the gallery, and consider giving Fantasy Earth Zero some of your time over the summer if you want something more different than it looks.

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action-based-combatcombat-systemexclusivef2pfantasy-earth-zerofezfree-to-playgallerygameplaygamepotgamepot-usapicturesscreensscreenshotssquaresquare-enixThu, 08 Jul 2010 12:30:00 -0400319|19546181http://massively.joystiq.com/2010/06/01/translated-interviews-offer-more-insight-into-final-fantasy-xiv/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2010/06/01/translated-interviews-offer-more-insight-into-final-fantasy-xiv/http://massively.joystiq.com/2010/06/01/translated-interviews-offer-more-insight-into-final-fantasy-xiv/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
We're just coming off of a holiday weekend here in the US, and Japan had their own recent stretch of holidays, so news on Final Fantasy XIV has been a little bit slower of late. But a recent group of interviews in the June 11th issue of Dengeki have been translated thanks to the team over at FFXIVCore, and they cover topics from materials of armor to the game's not-always-praised battle system. The first part of the interview talks testing and systems with Hiromichi Tanaka and Nobuai Komoto, while the second part discusses visuals and worldbuilding with planner Kenichi Iwao.

Tanaka and Komoto confirm that the next phase of testing is set to begin soon, as well as dropping the news that the next test will likely feature an almost totally redesigned battle system. It's even hinted that players were never meant to experience the current system, that it was there almost as a placeholder. By contrast, Iwao discusses the lore and visual aspects of the game, talking about how items will be made from different materials, and how players who want to play a male Mito'qe shouldn't give up hope just yet. All Final Fantasy XIV fans are encouraged to read bothinterviews, since there's a lot of information available in both -- just the thing for the post-holiday doldrums.

"Why you should be playing ..." is a freeform column from Massively.com intended to inform you about our favorite parts of our favorite games. We want you to know why we're playing them, so you can know what to play.

I didn't give Aion the world's most glowing set of remarks last time I visited it, so I thought I should at least stop by and spend some time on a part of the game that I do actually like -- chain attacks.

Chain attacks do many things to help Aion's combat move smoothly and efficiently. They clean up the UI, they offer flexible choices, they keep the combat looking fluid, and they're a lot of fun to pull off.

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aionaion-onlineaion-the-tower-of-eternityanimationsattackschain-attackschain-combatchainscombat-systemgame-mechanicsncsoftWed, 21 Oct 2009 10:00:00 -0400319|19203250http://massively.joystiq.com/2009/06/23/champions-online-dev-brian-urbanek-discusses-combat-mechanics/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2009/06/23/champions-online-dev-brian-urbanek-discusses-combat-mechanics/http://massively.joystiq.com/2009/06/23/champions-online-dev-brian-urbanek-discusses-combat-mechanics/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
The folks at Champions Online Daily News recently interviewed Brian Urbanek, who works with combat and related systems on Champions Online. The interview is full of juicy information regarding various aspects of the game's combat mechanics, and how the developers have sought to make Champions different from other MMOs in this particular area. The idea of a long fight meaning increasingly diminished resources was thrown out in the early stages of development, before Urbanek had arrived at the team. There will be a lot of strategy in using build-up attacks "that create energy so that during the combat players can moderate their own actions to their own advantage."

As well as this, each power set will have a unique secondary mechanic that advanced players will be able to use to gain an edge in combat. Using the fire set as an example, Urbanek explained that ambient heat sources could be absorbed by this type of character, providing self-heals and a constant feeding of energy for bigger attacks. The heat sources will be made by the player themselves, by lighting up an enemy or the environment. Urbanek also gave a detailed description of how an electricity character's secondary mechanic would work. For that and more, be sure to check out the rest of the interview.

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ataribrian-urbanekchampionschampions-onlinecombatcombat-mechanicscombat-systemcrypticcryptic-studioselectricityenergyfirepowerssecondary-mechanicTue, 23 Jun 2009 15:00:00 -0400319|19074899http://massively.joystiq.com/2009/02/13/chronicles-of-spellborn-moves-up-to-1-02/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2009/02/13/chronicles-of-spellborn-moves-up-to-1-02/http://massively.joystiq.com/2009/02/13/chronicles-of-spellborn-moves-up-to-1-02/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
The European free to play MMO Chronicles of Spellborn has unleashed patch 1.02, entitled "Scroll of the Second Path," bringing some brand new fixes and changes into their world.

One of the biggest changes is the introduction of a brand new tutorial that better introduces their combat system. One of the many problems that many players were facing with Spellborn was that it does not play like a traditional MMO. In fact, playing it like a traditional MMO would usually get you killed. This new tutorial better explains how to avoid getting hit, while still dealing damage of your own to the targets around you.

The other big change is the introduction of "menaces" -- new elite monsters that wander around outdoor areas. These guys are big and hard to kill, but their existences are also tied into special wanted posters in towns. These wanted posters trigger new quests to take down the menaces, giving players incentive to take on these new challenges.

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acclaimchronicles-of-spellbornclosed-betacombat-systemeuropean-mmofree-to-playmenacesnew-questspatch-1.02scroll-of-the-second-pathtutorialFri, 13 Feb 2009 16:00:00 -0500319|1459750http://massively.joystiq.com/2008/06/22/squeaky-monsters-slain-in-rohan-blood-feud-video/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2008/06/22/squeaky-monsters-slain-in-rohan-blood-feud-video/http://massively.joystiq.com/2008/06/22/squeaky-monsters-slain-in-rohan-blood-feud-video/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#commentsRohan: Blood Feud is currently in open beta, and Ten Ton Hammer has visited the land of Rohan to get some video footage of the combat system in action. Our protagonist appears to be a ranged specialist character, with abilities that focus on firing arrows and slowing enemies from a distance.

In the second half of the video where commentary ceases, we hear the in-game sounds. As people lay into the NPCs, they give off sickeningly cute (and very quickly, annoying) rapid-fire squeaking noises. As hard as you try to focus on the combat being shown, you WILL be distracted by the little monsters squeaking their way into your nightmares. Check out the video and see for yourself -- if you dare.

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combatcombat-systempverohanrohan-blood-feudrohan-onlinevideoSun, 22 Jun 2008 10:00:00 -0400319|1229128http://massively.joystiq.com/2008/06/20/ask-cryptic-gets-specific/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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The questions for this week's Ask Cryptic come in incredibly specific flavors, making their answers all the more interesting. We get some information on how user-friendly the combat system will be for non-twitchy types, a bit of insight into how modular the new game engine will be, some talk about making sure solo players fight villains that aren't simply re-skins of old mobs and a whole lot more. Overall we'd say this is a good week to be interested in Champions Online.

The last question is one that we were really happy to see answered. It asked simply, "Is eye color going to be a costume option?" The answer that Cryptic gave was more than we were expecting, however. Not only will players be able to change the pupils and whites of their character's eyes, but they'll also get to make their eyes glow any color they want. We can only hope this is something that's offered at the beginning of character creation, since glowing eyes are a priority for alien-, magical- and robot-powered superheroes.

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ask-crypticchampionschampions-onlinecharacter-creationcombat-systemcrypticcryptic-studiosglowing-eyesvillainsFri, 20 Jun 2008 19:00:00 -0400319|1231025http://massively.joystiq.com/2008/03/31/chronicles-of-spellborn-combat-for-beginners/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2008/03/31/chronicles-of-spellborn-combat-for-beginners/http://massively.joystiq.com/2008/03/31/chronicles-of-spellborn-combat-for-beginners/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments Face to face with a monster. Its soulless eyes glint blackly from the light of the Deadspell Storm. Its smell -- that awful stench -- may be its greatest weapon, but you do not come unprepared. You have your trusty falchion, worn but true. Your armor has been nicked and scratched and is no longer as shiny as when the blacksmith sold it, but it's honest chain and will turn a blade, or a claw. And of course, you have your trusty deck of cards. "Let's do this," you snarl. You turn the top card over...

Combat in Chronicles of Spellborn isn't the simple deal (cough sorry) we've come to expect in our MMOs. Instead of having a fixed set of abilities governed by cast timers and cool-downs, the abilities in Spellborn are controlled by cards, one for each action. You set up your cards in up to five columns -- for instance, one for mêlée, another for mêlée and debuffs, one for magic, another for ranged, and the last for healing. As you use an ability all columns move to the next row (or tier), and so on. Want to guarantee a finishing move is always available? Put them diagonally across your columns. For tips on how to make combos, and how to construct your deck so that the buffs and debuffs support your attacks, Spellborn dev El Drijver brings us his Combat for Beginners game design journal. Check out our previous coverage of this innovative MMO coming out of the Netherlands in the near future.

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chronicles-of-spellborncombatcombat-systemel-drivjerspellbornMon, 31 Mar 2008 09:00:00 -0400319|1152870http://massively.joystiq.com/2008/03/08/new-mmos-breaking-the-combat-mold/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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With the recent death of Gary Gygax, one of the original creators of Dungeons and Dragons, lots of people have stopped to reflect on the way his work continues to affect the games we play. In many ways, the dominant style of MMO combat we see in games today, particularly in the Everquest and World of Warcraft vein, is a direct descendant of tabletop gameplay. As much as that model has served us well over the years, some, like JoBildo over at TTH, believe that the future of MMO combat is almost upon us, and once we see the light, we'll never want to go back.

It does certainly seem like combat is one of the most obvious areas where MMOs can use improvement, which is why it's really not so surprising to see so many developers try and attack it in order to become 'the next big thing.' Still, new combat systems haven't really done anything to help the success of DDO or Tabula Rasa, and rumors are flying around that the combat is just about the only thing going right in Age of Conan. You just don't see gamers defecting from World of Warcraft and its relatively old-school combat system, which leads one to believe that gamers are still more interested in the package deal. Including new ways to swing a sword will get you some curious attention at first, but in order to keep players coming back you've got to have a lot more than that.

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age-of-conanaoccombatcombat-systemgary-gygaxJoBildotthSat, 08 Mar 2008 15:00:00 -0500319|1135105http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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A second devlog over at the Champions Online official site gives a little glimpse of what we can expect to find ourselves playing once this new superhero MMO hits our hard disk drives. Titled, "Furious Action, Off-the-Charts Adrenaline" Our initial impression was to put on a gas-mask and some fly-fishing boots in preparation.

However, after reading through the article our demeanor softened -- just a little. It's a bit reassuring to know that there are still developers out there willing to take some risks in the design of their games. They seem to have gone with an all out action-sounding combat system, where players don't use an auto-attacks or recharge abilities. Beyond that it's pretty vague, so we're left to the guessing game.